Hook up texturing in the hierarchical visitor.
[mesa.git] / linker.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * \file linker.cpp
26 * GLSL linker implementation
27 *
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
30 *
31 * In the first stage shaders are partitioned into groups based on the shader
32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
33 * together.
34 *
35 * - Undefined references in each shader are resolve to definitions in
36 * another shader.
37 * - Types and qualifiers of uniforms, outputs, and global variables defined
38 * in multiple shaders with the same name are verified to be the same.
39 * - Initializers for uniforms and global variables defined
40 * in multiple shaders with the same name are verified to be the same.
41 *
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
44 *
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
47 *
48 * - Each shader executable must define a \c main function.
49 * - Each vertex shader executable must write to \c gl_Position.
50 * - Each fragment shader executable must write to either \c gl_FragData or
51 * \c gl_FragColor.
52 *
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
55 *
56 * - Types of uniforms defined in multiple shader stages with the same name
57 * are verified to be the same.
58 * - Initializers for uniforms defined in multiple shader stages with the
59 * same name are verified to be the same.
60 * - Types and qualifiers of outputs defined in one stage are verified to
61 * be the same as the types and qualifiers of inputs defined with the same
62 * name in a later stage.
63 *
64 * \author Ian Romanick <ian.d.romanick@intel.com>
65 */
66 #include <cstdlib>
67 #include <cstdio>
68
69 #include "glsl_symbol_table.h"
70 #include "glsl_parser_extras.h"
71 #include "ir.h"
72 #include "program.h"
73
74 /**
75 * Visitor that determines whether or not a variable is ever written.
76 */
77 class find_assignment_visitor : public ir_hierarchical_visitor {
78 public:
79 find_assignment_visitor(const char *name)
80 : name(name), found(false)
81 {
82 /* empty */
83 }
84
85 virtual ir_visitor_status visit_enter(ir_assignment *ir)
86 {
87 ir_variable *const var = ir->lhs->variable_referenced();
88
89 if (strcmp(name, var->name) == 0) {
90 found = true;
91 return visit_stop;
92 }
93
94 return visit_continue_with_parent;
95 }
96
97 bool variable_found()
98 {
99 return found;
100 }
101
102 private:
103 const char *name; /**< Find writes to a variable with this name. */
104 bool found; /**< Was a write to the variable found? */
105 };
106
107
108 /**
109 * Verify that a vertex shader executable meets all semantic requirements
110 *
111 * \param shader Vertex shader executable to be verified
112 */
113 bool
114 validate_vertex_shader_executable(struct glsl_shader *shader)
115 {
116 if (shader == NULL)
117 return true;
118
119 if (!shader->symbols->get_function("main")) {
120 printf("error: vertex shader lacks `main'\n");
121 return false;
122 }
123
124 find_assignment_visitor find("gl_Position");
125 find.run(&shader->ir);
126 if (!find.variable_found()) {
127 printf("error: vertex shader does not write to `gl_Position'\n");
128 return false;
129 }
130
131 return true;
132 }
133
134
135 /**
136 * Verify that a fragment shader executable meets all semantic requirements
137 *
138 * \param shader Fragment shader executable to be verified
139 */
140 bool
141 validate_fragment_shader_executable(struct glsl_shader *shader)
142 {
143 if (shader == NULL)
144 return true;
145
146 if (!shader->symbols->get_function("main")) {
147 printf("error: fragment shader lacks `main'\n");
148 return false;
149 }
150
151 find_assignment_visitor frag_color("gl_FragColor");
152 find_assignment_visitor frag_data("gl_FragData");
153
154 frag_color.run(&shader->ir);
155 frag_data.run(&shader->ir);
156
157 if (!frag_color.variable_found() && !frag_data.variable_found()) {
158 printf("error: fragment shader does not write to `gl_FragColor' or "
159 "`gl_FragData'\n");
160 return false;
161 }
162
163 if (frag_color.variable_found() && frag_data.variable_found()) {
164 printf("error: fragment shader write to both `gl_FragColor' and "
165 "`gl_FragData'\n");
166 return false;
167 }
168
169 return true;
170 }
171
172
173 void
174 link_shaders(struct glsl_program *prog)
175 {
176 prog->LinkStatus = false;
177 prog->Validated = false;
178 prog->_Used = false;
179
180 /* Separate the shaders into groups based on their type.
181 */
182 struct glsl_shader **vert_shader_list;
183 unsigned num_vert_shaders = 0;
184 struct glsl_shader **frag_shader_list;
185 unsigned num_frag_shaders = 0;
186
187 vert_shader_list = (struct glsl_shader **)
188 calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *));
189 frag_shader_list = &vert_shader_list[prog->NumShaders];
190
191 for (unsigned i = 0; i < prog->NumShaders; i++) {
192 switch (prog->Shaders[i]->Type) {
193 case GL_VERTEX_SHADER:
194 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
195 num_vert_shaders++;
196 break;
197 case GL_FRAGMENT_SHADER:
198 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
199 num_frag_shaders++;
200 break;
201 case GL_GEOMETRY_SHADER:
202 /* FINISHME: Support geometry shaders. */
203 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
204 break;
205 }
206 }
207
208 /* FINISHME: Implement intra-stage linking. */
209 assert(num_vert_shaders <= 1);
210 assert(num_frag_shaders <= 1);
211
212 /* Verify that each of the per-target executables is valid.
213 */
214 if (!validate_vertex_shader_executable(vert_shader_list[0])
215 || !validate_fragment_shader_executable(frag_shader_list[0]))
216 goto done;
217
218
219 /* FINISHME: Perform inter-stage linking. */
220
221 prog->LinkStatus = true;
222
223 done:
224 free(vert_shader_list);
225 }